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Edge Online report that Unity have revealed their 3D engine running in Google’s Chrome browser without a plugin.

Described as a “potential game changer” by Unity VP Brett Seyler, Native Client is a security sandbox currently in development for Chromium which allows “the secure execution of native code”. Unity’s Web Player software is not required.

Dark magicks. And kind of a big deal. Lots more in a big post from Unity over here. “The future of games on the web,” indeed.

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This was supposed to be the last build of Shotgunity, the game we’ve been making using the free Unity development suite, with Build 8.1 (NEW LINK). Starting from scratch, with no prior knowledge of Unity, or indeed any type of coding, we planned to make a game based on RPS by today. Did we hit our deadline? Did we hell. But find out how surprisingly far we got after the cut.Read the rest of this entry »

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That is the first Tiger Woods gag I’ve ever made, anywhere, for the record – I’m entitled to at least one after these longs weeks of respectful silence, surely?

It’s made in reference to what’s a surprise move by EA, and a big ol’ happy event for the Unity engine. Which, just to remind the slowpokes, is a pretty darn beefy 3D game engine capable of running inside a browser. In this case, to power full-blown golf sim Tiger Woods PGA Tour Online. Yeah, Disgraced Sex Pest Tiger Woods PGA Tour Online. Get over it. The last word’s the important bit.Read the rest of this entry »

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I’ve realised that the relative complexity of the Shotgunity project might be distracting from a central idea I’ve wanted to get across in this series, namely that it’s easy to make games with the Unity tools. To prove this point, today, together, we’re going to make a clone of a giant in gaming ancestry, we’re going to make Pong in a post. And not even an overly long post at that. Grab a copy of Unity and meet me after the cut.

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Post Eleven of the Shotgunity diary – chronicling the progress of our Unity-based RPS game – and I’m starting to feel the cold damp breath of a deadline on the back of my neck. With only three weeks left on our schedule the process has become a mad rush to cram stuff in. The project, and the already busy mess of my brain, have both collapsed into deeper shaft of chaos. Still it’s Saturday, and that means you’re due Build 06. Find out what’s been making me sweat after the cut…Read the rest of this entry »

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Hard to believe we’ve reached part 10 of the Shotgunity series, but it’s true. As the end of our first experiment with the free Unity game development suite rapidly approaches, the mad scrabble to generate assets threatens to be all-consuming. But I’m still managing to make time for what other people are doing with Unity. Call it gathering inspiration, or just plain plagiarism, there’s some good stuff out there. After the cut you can see some of it, and also have a doodle…

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Saturdays are for realising you turned thirty while you slept (in both senses), preparing your Biggles outfit for the flying lesson arranged by your lovely missus, and releasing Build 03 of the now legendary Rock, Paper, ShotgUnity game. (Which we’ve spent the last few weeks making using the free Unity package.)

This week I promised the baddies would get some more bite, that I’d take away your infinite ammo and that, most importantly I’d ruddy well fix some bugs. See how I got on, belowRead the rest of this entry »

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It’s saturday, I’m awake, so it must be time for Build 02 of Rock, Paper, Shotgunity and the fourth post in our series about making a game from scratch. At the risk of repeating myself, I should explain: we’re making a game using the newly-free Unity game development tools. Why not catch up on the story so far and then read on? This week I said I’d be taking a look at some Unity Packages as well as continuing to refine Shotgunity in general following the release of Build 01 last saturday. So how did that go? Find out after the jump.

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The Rock, Paper, Shotgunity project rolls on down the Road of Development like a shiny hubcap liberated from the dirty Lorry Of Gaming. For those still catching up we’re making a game – yes an RPS game – using the newly-free Unity engine. Caught up? Read on.

This week I’m reaping the rewards of our cunningly nurtured community and also poking around in the innards of some of the Unity extensions. Come on kids, grab a stick!Read the rest of this entry »

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Oooh exciting! The first ever build of what critics are literally calling “that thing Carey’s made” is here. Rock, Paper, Shotgunity is ALIVE!

Those who don’t read RPS every day might not have noticed we’re making a game using the newly-free Unity development suite. So to explain: twice a week for the next two months I’ll be posting about my experiences with the tools. This first week my aim was simply to get to grips with the suite, create a test environment and get one of our three super-duper weapons working. How did that go? Find out below.